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/cvs/deliantra/server/common/button.C
Revision: 1.3
Committed: Tue Aug 29 17:29:27 2006 UTC (17 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.2: +219 -152 lines
Log Message:
rewrote parts of the connection code, which now is completly perl
invoke- and overrideable.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_button_c =
3 elmex 1.3 * "$Id: button.C,v 1.2 2006-08-29 08:01:35 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #include <funcpoint.h>
31    
32     /*
33     * This code is no longer highly inefficient 8)
34     */
35    
36     /*
37 elmex 1.3 * elmex:
38     * This function takes a objectlink list with all the objects are going to be activated.
39     * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
40     * The source argument can be 0 or the source object for this activation.
41 elmex 1.1 */
42 elmex 1.3 void activate_connection_link (objectlink *ol, bool state, object *source = 0)
43     {
44     object *tmp = 0;
45 elmex 1.1
46 elmex 1.3 for (; ol; ol = ol->next)
47     {
48     if (!ol->ob || ol->ob->count != ol->id)
49     {
50     LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id);
51     continue;
52     }
53     /* a button link object can become freed when the map is saving. As
54     * a map is saved, objects are removed and freed, and if an object is
55     * on top of a button, this function is eventually called. If a map
56     * is getting moved out of memory, the status of buttons and levers
57     * probably isn't important - it will get sorted out when the map is
58     * re-loaded. As such, just exit this function if that is the case.
59     */
60 elmex 1.1
61 elmex 1.3 if (QUERY_FLAG (ol->ob, FLAG_FREED))
62     return;
63     tmp = ol->ob;
64 root 1.2
65 elmex 1.3 /* if the criteria isn't appropriate, don't do anything */
66     if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
67     continue;
68     if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69     continue;
70 root 1.2
71 elmex 1.3 switch (tmp->type)
72     {
73     case GATE:
74     case HOLE:
75     tmp->value = tmp->stats.maxsp ? !state : state;
76     tmp->speed = 0.5;
77     update_ob_speed (tmp);
78     break;
79    
80     case CF_HANDLE:
81     SET_ANIMATION (tmp,
82     (tmp->value =
83     tmp->stats.maxsp ? !state : state));
84     update_object (tmp, UP_OBJ_FACE);
85     break;
86    
87     case SIGN:
88     if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89     {
90     new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91     if (tmp->stats.food)
92     tmp->last_eat++;
93     }
94     break;
95 root 1.2
96 elmex 1.3 case ALTAR:
97     tmp->value = 1;
98     SET_ANIMATION (tmp, tmp->value);
99     update_object (tmp, UP_OBJ_FACE);
100     break;
101    
102     case BUTTON:
103     case PEDESTAL:
104     tmp->value = state;
105     SET_ANIMATION (tmp, tmp->value);
106     update_object (tmp, UP_OBJ_FACE);
107     break;
108    
109     case MOOD_FLOOR:
110     do_mood_floor (tmp, source);
111     break;
112    
113     case TIMED_GATE:
114     tmp->speed = tmp->arch->clone.speed;
115     update_ob_speed (tmp); /* original values */
116     tmp->value = tmp->arch->clone.value;
117     tmp->stats.sp = 1;
118     tmp->stats.hp = tmp->stats.maxhp;
119     /* Handle multipart gates. We copy the value for the other parts
120     * from the head - this ensures that the data will consistent
121     */
122     for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
123     {
124     tmp->speed = tmp->head->speed;
125     tmp->value = tmp->head->value;
126     tmp->stats.sp = tmp->head->stats.sp;
127     tmp->stats.hp = tmp->head->stats.hp;
128     update_ob_speed (tmp);
129     }
130     break;
131 root 1.2
132 elmex 1.3 case DIRECTOR:
133     case FIREWALL:
134     if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135     move_firewall (tmp);
136     else
137     {
138     if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139     tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140     animate_turning (tmp);
141     }
142     break;
143 root 1.2
144 elmex 1.3 case TELEPORTER:
145     move_teleporter (tmp);
146     break;
147    
148     case CREATOR:
149     move_creator (tmp);
150     break;
151    
152     case TRIGGER_MARKER:
153     move_marker (tmp);
154     break;
155    
156     case DUPLICATOR:
157     move_duplicator (tmp);
158     break;
159     }
160     }
161     }
162 root 1.2
163 elmex 1.3 /*
164     * elmex:
165     * This is the new push_button function, it got split up so that
166     * you can activate connections without a button now!
167     * old but still valid comment:
168     *
169     * Push the specified object. This can affect other buttons/gates/handles
170     * altars/pedestals/holes in the whole map.
171     * Changed the routine to loop through _all_ objects.
172     * Better hurry with that linked list...
173     *
174     */
175     void push_button (object *op)
176     {
177     oblinkpt *obp = get_button_links (op);
178 root 1.2
179 elmex 1.3 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value)))
180     return;
181 root 1.2
182 elmex 1.3 if (obp && obp->link)
183     activate_connection_link (obp->link, op->value, op);
184     }
185 root 1.2
186 elmex 1.3 /*
187     * elmex:
188     * This activates a connection, similar to push_button (object *op) but it takes
189     * only a map, a connection value and a true or false flag that indicated whether
190     * the connection was 'state' or 'released'. So that you can activate objects
191     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
192     *
193     */
194     void activate_connection (mapstruct *map, long connection, bool state)
195     {
196     if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state)))
197     return;
198 root 1.2
199 elmex 1.3 oblinkpt *obp = get_connection_links (map, connection);
200     if (obp && obp->link)
201     activate_connection_link (obp->link, state);
202 elmex 1.1 }
203    
204     /*
205     * Updates everything connected with the button op.
206     * After changing the state of a button, this function must be called
207     * to make sure that all gates and other buttons connected to the
208     * button reacts to the (eventual) change of state.
209     */
210    
211     void update_button(object *op) {
212     object *ab,*tmp,*head;
213     int tot,any_down=0, old_value=op->value;
214 elmex 1.3 oblinkpt *obp = 0;
215 elmex 1.1 objectlink *ol;
216    
217 elmex 1.3 obp = get_button_links (op);
218 elmex 1.1 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 elmex 1.3 if (obp)
220     for (ol = obp->link; ol; ol = ol->next) {
221     if (!ol->ob || ol->ob->count != ol->id) {
222     LOG(llevDebug, "Internal error in update_button (%s).\n", op->name);
223     continue;
224     }
225     tmp = ol->ob;
226     if (tmp->type==BUTTON) {
227     for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
228     /* Bug? The pedestal code below looks for the head of
229     * the object, this bit doesn't. I'd think we should check
230     * for head here also. Maybe it also makese sense to
231     * make the for ab=tmp->above loop common, and alter
232     * behaviour based on object within that loop?
233     */
234    
235     /* Basically, if the move_type matches that on what the
236     * button wants, we count it. The second check is so that
237     * objects don't move (swords, etc) will count. Note that
238     * this means that more work is needed to make buttons
239     * that are only triggered by flying objects.
240     */
241     if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
242     tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
243    
244     tmp->value=(tot>=tmp->weight)?1:0;
245     if(tmp->value)
246     any_down=1;
247     } else if (tmp->type == PEDESTAL) {
248     tmp->value = 0;
249     for(ab=tmp->above; ab!=NULL; ab=ab->above) {
250     head = ab->head ? ab->head : ab;
251     /* Same note regarding move_type for buttons above apply here. */
252     if ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
253     (head->race==tmp->slaying ||
254     ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
255     (!strcmp (tmp->slaying, "player") &&
256     head->type == PLAYER)))
257     tmp->value = 1;
258     }
259     if(tmp->value)
260     any_down=1;
261     }
262     }
263 elmex 1.1 if(any_down) /* If any other buttons were down, force this to remain down */
264 root 1.2 op->value=1;
265 elmex 1.1
266     /* If this button hasn't changed, don't do anything */
267     if (op->value != old_value) {
268 root 1.2 SET_ANIMATION(op, op->value);
269     update_object(op, UP_OBJ_FACE);
270     push_button(op); /* Make all other buttons the same */
271 elmex 1.1 }
272     }
273    
274     /*
275     * Updates every button on the map (by calling update_button() for them).
276     */
277    
278     void update_buttons(mapstruct *m) {
279     objectlink *ol;
280     oblinkpt *obp;
281     for (obp = m->buttons; obp; obp = obp->next)
282     for (ol = obp->link; ol; ol = ol->next) {
283     if (!ol->ob || ol->ob->count != ol->id) {
284     LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
285 root 1.2 ol->ob?ol->ob->name:"null",
286     ol->ob?ol->ob->x:-1,
287     ol->ob?ol->ob->y:-1,
288     ol->id,
289     obp->value);
290 elmex 1.1 continue;
291     }
292     if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
293     {
294     update_button(ol->ob);
295     break;
296     }
297     }
298     }
299    
300     void use_trigger(object *op)
301     {
302    
303     /* Toggle value */
304     op->value = !op->value;
305     push_button(op);
306     }
307    
308     /*
309     * Note: animate_object should be used instead of this,
310     * but it can't handle animations in the 8 directions
311     */
312    
313     void animate_turning(object *op) /* only one part objects */
314     {
315     if (++op->state >= NUM_ANIMATIONS(op)/8)
316     op->state=0;
317     SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 +
318 root 1.2 op->state);
319 elmex 1.1 update_object(op,UP_OBJ_FACE);
320     }
321    
322     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
323     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
324    
325     /* Returns true if the sacrifice meets the needs of the altar.
326     *
327     * Function put in (0.92.1) so that identify altars won't grab money
328     * unnecessarily - we can see if there is sufficient money, see if something
329     * needs to be identified, and then remove money if needed.
330     *
331     * 0.93.4: Linked objects (ie, objects that are connected) can not be
332     * sacrificed. This fixes a bug of trying to put multiple altars/related
333     * objects on the same space that take the same sacrifice.
334     */
335    
336     int check_altar_sacrifice (const object *altar, const object *sacrifice)
337     {
338     if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE)
339     && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
340     && sacrifice->type != PLAYER)
341     {
342     if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name ||
343     ARCH_SACRIFICE(altar) == sacrifice->name ||
344 root 1.2 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
345     (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
346     && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
347     return 1;
348 elmex 1.1 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
349     && sacrifice->type == MONEY
350     && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar))
351 root 1.2 return 1;
352 elmex 1.1 }
353     return 0;
354     }
355    
356    
357     /*
358     * operate_altar checks if sacrifice was accepted and removes sacrificed
359     * objects. If sacrifice was succeed return 1 else 0. Might be better to
360     * call check_altar_sacrifice (above) than depend on the return value,
361     * since operate_altar will remove the sacrifice also.
362     *
363     * If this function returns 1, '*sacrifice' is modified to point to the
364     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
365     */
366    
367     int operate_altar (object *altar, object **sacrifice)
368     {
369    
370     if ( ! altar->map) {
371     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372     return 0;
373     }
374    
375     if (!altar->slaying || altar->value)
376     return 0;
377    
378     if ( ! check_altar_sacrifice (altar, *sacrifice))
379     return 0;
380    
381     /* check_altar_sacrifice should have already verified that enough money
382     * has been dropped.
383     */
384     if (!strcmp(ARCH_SACRIFICE(altar), "money")) {
385 root 1.2 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value;
386 elmex 1.1
387 root 1.2 /* Round up any sacrifices. Altars don't make change either */
388     if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++;
389     *sacrifice = decrease_ob_nr (*sacrifice, number);
390 elmex 1.1 }
391     else
392     *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar));
393    
394     if (altar->msg)
395     new_info_map(NDI_BLACK, altar->map, altar->msg);
396     return 1;
397     }
398    
399     void trigger_move (object *op, int state) /* 1 down and 0 up */
400     {
401     op->stats.wc = state;
402     if (state) {
403 root 1.2 use_trigger(op);
404     if (op->stats.exp > 0) /* check sanity */
405     op->speed = 1.0 / op->stats.exp;
406     else
407     op->speed = 1.0;
408     update_ob_speed(op);
409     op->speed_left = -1;
410 elmex 1.1 } else {
411     use_trigger(op);
412 root 1.2 op->speed = 0;
413     update_ob_speed(op);
414 elmex 1.1 }
415     }
416    
417    
418     /*
419     * cause != NULL: something has moved on top of op
420     *
421     * cause == NULL: nothing has moved, we have been called from
422     * animate_trigger().
423     *
424     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
425     *
426     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
427     *
428     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
429     */
430     int check_trigger (object *op, object *cause)
431     {
432     object *tmp;
433     int push = 0, tot = 0;
434     int in_movement = op->stats.wc || op->speed;
435    
436     switch (op->type) {
437 root 1.2 case TRIGGER_BUTTON:
438     if (op->weight > 0) {
439     if (cause) {
440     for (tmp = op->above; tmp; tmp = tmp->above)
441     /* Comment reproduced from update_buttons(): */
442     /* Basically, if the move_type matches that on what the
443     * button wants, we count it. The second check is so that
444     * objects that don't move (swords, etc) will count. Note that
445     * this means that more work is needed to make buttons
446     * that are only triggered by flying objects.
447     */
448    
449     if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
450     tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
451     + tmp->carrying;
452     }
453     if (tot >= op->weight)
454     push = 1;
455     if (op->stats.ac == push)
456     return 0;
457     op->stats.ac = push;
458 elmex 1.1 if (NUM_ANIMATIONS(op) > 1) {
459     SET_ANIMATION (op, push);
460     update_object (op, UP_OBJ_FACE);
461     }
462 root 1.2 if (in_movement || ! push)
463     return 0;
464     }
465     trigger_move (op, push);
466     }
467     return 0;
468    
469     case TRIGGER_PEDESTAL:
470     if (cause) {
471     for (tmp = op->above; tmp; tmp = tmp->above) {
472     object *head = tmp->head ? tmp->head : tmp;
473    
474     /* See comment in TRIGGER_BUTTON about move_types */
475     if (((head->move_type & op->move_on) || head->move_type==0)
476     && (head->race==op->slaying ||
477     (!strcmp (op->slaying, "player") && head->type == PLAYER))) {
478     push = 1;
479     break;
480     }
481     }
482     if (op->stats.ac == push)
483     return 0;
484     op->stats.ac = push;
485 elmex 1.1 if (NUM_ANIMATIONS(op) > 1) {
486     SET_ANIMATION (op, push);
487     update_object (op, UP_OBJ_FACE);
488     }
489 root 1.2 update_object(op,UP_OBJ_FACE);
490     if (in_movement || ! push)
491     return 0;
492     }
493     trigger_move (op, push);
494     return 0;
495    
496     case TRIGGER_ALTAR:
497     if (cause) {
498     if (in_movement)
499     return 0;
500     if (operate_altar (op, &cause)) {
501 elmex 1.1 if (NUM_ANIMATIONS(op) > 1) {
502     SET_ANIMATION (op, 1);
503     update_object(op, UP_OBJ_FACE);
504     }
505 root 1.2 if (op->last_sp >= 0) {
506     trigger_move (op, 1);
507     if (op->last_sp > 0)
508     op->last_sp = -op->last_sp;
509     }
510     else {
511     /* for trigger altar with last_sp, the ON/OFF
512     * status (-> +/- value) is "simulated":
513     */
514     op->value = !op->value;
515     trigger_move (op, 1);
516     op->last_sp = -op->last_sp;
517     op->value = !op->value;
518     }
519     return cause == NULL;
520     } else {
521     return 0;
522     }
523     } else {
524 elmex 1.1 if (NUM_ANIMATIONS(op) > 1) {
525     SET_ANIMATION (op, 0);
526     update_object(op, UP_OBJ_FACE);
527     }
528 root 1.2
529     /* If trigger_altar has "last_sp > 0" set on the map,
530     * it will push the connected value only once per sacrifice.
531     * Otherwise (default), the connected value will be
532     * pushed twice: First by sacrifice, second by reset! -AV
533     */
534     if (!op->last_sp)
535     trigger_move (op, 0);
536     else {
537     op->stats.wc = 0;
538     op->value = !op->value;
539     op->speed = 0;
540     update_ob_speed(op);
541     }
542     }
543     return 0;
544    
545     case TRIGGER:
546     if (cause) {
547     if (in_movement)
548     return 0;
549     push = 1;
550     }
551 elmex 1.1 if (NUM_ANIMATIONS(op) > 1) {
552     SET_ANIMATION (op, push);
553     update_object(op, UP_OBJ_FACE);
554     }
555 root 1.2 trigger_move (op, push);
556     return 1;
557 elmex 1.1
558 root 1.2 default:
559     LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type);
560     return 0;
561 elmex 1.1 }
562     }
563    
564     void add_button_link(object *button, mapstruct *map, int connected) {
565     oblinkpt *obp;
566     objectlink *ol = get_objectlink();
567    
568     if (!map) {
569     LOG(llevError, "Tried to add button-link without map.\n");
570     return;
571     }
572     if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
573 root 1.2 a connected map from a template map. */
574 elmex 1.1 /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
575    
576     SET_FLAG(button,FLAG_IS_LINKED);
577    
578     ol->ob = button;
579     ol->id = button->count;
580    
581     for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
582    
583     if (obp) {
584     ol->next = obp->link;
585     obp->link = ol;
586     } else {
587     obp = get_objectlinkpt();
588     obp->value = connected;
589    
590     obp->next = map->buttons;
591     map->buttons = obp;
592     obp->link = ol;
593     }
594     }
595    
596     /*
597     * Remove the object from the linked lists of buttons in the map.
598     * This is only needed by editors.
599     */
600    
601     void remove_button_link(object *op) {
602     oblinkpt *obp;
603     objectlink **olp, *ol;
604    
605     if (op->map == NULL) {
606     LOG(llevError, "remove_button_link() in object without map.\n");
607     return;
608     }
609     if (!QUERY_FLAG(op,FLAG_IS_LINKED)) {
610     LOG(llevError, "remove_button_linked() in unlinked object.\n");
611     return;
612     }
613     for (obp = op->map->buttons; obp; obp = obp->next)
614     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
615     if (ol->ob == op) {
616     /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
617     obp->value, op->name, op->map->path);
618     */
619     *olp = ol->next;
620     free(ol);
621     return;
622     }
623     LOG(llevError, "remove_button_linked(): couldn't find object.\n");
624     CLEAR_FLAG(op,FLAG_IS_LINKED);
625     }
626 elmex 1.3
627     /*
628     * Gets the objectlink for this connection from the map.
629     */
630     oblinkpt *get_connection_links (mapstruct *map, long connection)
631     {
632     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
633     if (obp->value == connection)
634     return obp;
635     return 0;
636     }
637    
638 elmex 1.1 /*
639     * Return the first objectlink in the objects linked to this one
640     */
641    
642 elmex 1.3 oblinkpt *get_button_links(const object *button) {
643 elmex 1.1 oblinkpt *obp;
644     objectlink *ol;
645    
646     if (!button->map)
647     return NULL;
648     for (obp = button->map->buttons; obp; obp = obp->next)
649     for (ol = obp->link; ol; ol = ol->next)
650     if (ol->ob == button && ol->id == button->count)
651 elmex 1.3 return obp;
652 elmex 1.1 return NULL;
653     }
654    
655     /*
656     * Made as a separate function to increase efficiency
657     */
658    
659     int get_button_value(const object *button) {
660     oblinkpt *obp;
661     objectlink *ol;
662    
663     if (!button->map)
664     return 0;
665     for (obp = button->map->buttons; obp; obp = obp->next)
666     for (ol = obp->link; ol; ol = ol->next)
667     if (ol->ob == button && ol->id == button->count)
668     return obp->value;
669     return 0;
670     }
671    
672     /* This routine makes monsters who are
673     * standing on the 'mood floor' change their
674     * disposition if it is different.
675     * If floor is to be triggered must have
676     * a speed of zero (default is 1 for all
677     * but the charm floor type).
678     * by b.t. thomas@nomad.astro.psu.edu
679     */
680    
681 elmex 1.3 void do_mood_floor(object *op, object *source) {
682 elmex 1.1 object *tmp;
683     object *tmp2;
684    
685 elmex 1.3 if (!source)
686     source = op;
687    
688 elmex 1.1 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above)
689 root 1.2 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
690 elmex 1.1
691     /* doesn't effect players, and if there is a player on this space, won't also
692     * be a monster here.
693     */
694     if (!tmp || tmp->type == PLAYER) return;
695    
696     switch(op->last_sp) {
697 root 1.2 case 0: /* furious--make all monsters mad */
698     if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
699     CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
700     if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
701     CLEAR_FLAG(tmp, FLAG_FRIENDLY);
702     remove_friendly_object(tmp);
703     tmp->attack_movement = 0;
704     /* lots of checks here, but want to make sure we don't
705     * dereference a null value
706     */
707     if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
708     tmp->owner->contr->ranges[range_golem]==tmp) {
709     tmp->owner->contr->ranges[range_golem]=NULL;
710     tmp->owner->contr->golem_count = 0;
711     }
712     tmp->owner = 0;
713     }
714     break;
715     case 1: /* angry -- get neutral monsters mad */
716 elmex 1.1 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
717 root 1.2 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
718 elmex 1.1 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
719 root 1.2 break;
720     case 2: /* calm -- pacify unfriendly monsters */
721 elmex 1.1 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
722 root 1.2 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
723     break;
724     case 3: /* make all monsters fall asleep */
725     if(!QUERY_FLAG(tmp, FLAG_SLEEP))
726     SET_FLAG(tmp, FLAG_SLEEP);
727     break;
728     case 4: /* charm all monsters */
729 elmex 1.3 if (op == source) break; /* only if 'connected' */
730 root 1.2
731 elmex 1.3 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */
732 elmex 1.1 tmp2->type!=PLAYER;tmp2=tmp2->above)
733     if(tmp2->above==NULL) break;
734    
735     if (tmp2->type != PLAYER)
736     break;
737 root 1.2 set_owner(tmp,tmp2);
738     SET_FLAG(tmp,FLAG_MONSTER);
739     tmp->stats.exp = 0;
740     SET_FLAG(tmp, FLAG_FRIENDLY);
741 elmex 1.1 add_friendly_object (tmp);
742 root 1.2 tmp->attack_movement = PETMOVE;
743     break;
744 elmex 1.1
745 root 1.2 default:
746     break;
747 elmex 1.1
748     }
749     }
750    
751     /* this function returns the object it matches, or NULL if non.
752     * It will descend through containers to find the object.
753     * slaying = match object slaying flag
754     * race = match object archetype name flag
755     * hp = match object type (excpt type '0'== PLAYER)
756     */
757    
758     object * check_inv_recursive(object *op, const object *trig)
759     {
760     object *tmp,*ret=NULL;
761    
762     /* First check the object itself. */
763     if((trig->stats.hp && (op->type == trig->stats.hp))
764 root 1.2 || (trig->slaying && (op->slaying == trig->slaying))
765     || (trig->race && (op->arch->name == trig->race)))
766     return op;
767 elmex 1.1
768     for(tmp=op->inv; tmp; tmp=tmp->below) {
769 root 1.2 if (tmp->inv) {
770     ret=check_inv_recursive(tmp, trig);
771     if (ret) return ret;
772     }
773     else if((trig->stats.hp && (tmp->type == trig->stats.hp))
774     || (trig->slaying && (tmp->slaying == trig->slaying))
775     || (trig->race && (tmp->arch->name == trig->race)))
776     return tmp;
777 elmex 1.1 }
778     return NULL;
779     }
780    
781     /* check_inv(), a function to search the inventory,
782     * of a player and then based on a set of conditions,
783     * the square will activate connected items.
784     * Monsters can't trigger this square (for now)
785     * Values are: last_sp = 1/0 obj/no obj triggers
786     * last_heal = 1/0 remove/dont remove obj if triggered
787     * -b.t. (thomas@nomad.astro.psu.edu
788     */
789    
790     void check_inv (object *op, object *trig) {
791     object *match;
792    
793     if(op->type != PLAYER) return;
794     match = check_inv_recursive(op,trig);
795     if (match && trig->last_sp) {
796 root 1.2 if(trig->last_heal)
797     decrease_ob(match);
798     use_trigger(trig);
799 elmex 1.1 }
800     else if (!match && !trig->last_sp)
801 root 1.2 use_trigger(trig);
802 elmex 1.1 }
803    
804    
805     /* This does a minimal check of the button link consistency for object
806     * map. All it really does it much sure the object id link that is set
807     * matches what the object has.
808     */
809     void verify_button_links(const mapstruct *map) {
810     oblinkpt *obp;
811     objectlink *ol;
812    
813     if (!map) return;
814    
815     for (obp = map->buttons; obp; obp = obp->next) {
816 root 1.2 for (ol=obp->link; ol; ol=ol->next) {
817     if (ol->id!=ol->ob->count)
818     LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
819     }
820 elmex 1.1 }
821     }